ironjoe Posted November 25, 2020 Posted November 25, 2020 (edited) I would like to see Super Strength proliferated to Scrappers and Stalkers and I have been thinking of some changes to the set that could be done at the same time. So I would swap some of the power positions around and change some of the attributes of the powers as follows: Super Strength Power Proliferation Brute Scrapper Stalker Tank Power Level Power Level Power Level Power Level Jab 1 Jab 1 Jab 1 Jab 1 Punch 1 Punch 1 Punch 1 Punch 2 Hand Clap 2 Hand Clap 2 Hand Clap 2 Hand Clap 4 Rage 6 Rage 6 Assasin's Strike 6 Taunt 10 Knockout Blow 8 Knockout Blow 8 Build Up 8 Rage 16 Taunt 12 Confront 12 Placate 12 Knockout Blow 20 Haymaker 18 Haymaker 18 Haymaker 18 Haymaker 28 Hurl 26 Hurl 26 Knockout Blow 26 Hurl 35 Foot Stomp 32 Foot Stomp 32 Foot Stomp 32 Foot Stomp 38 Hand Clap I would move to tier 3 and add some minor damage to make it a low damage stunning AOE. Damage Minor Recharge Slow Minimum Level 2 (Brute) 2 (Scrapper) 2 (Stalker) 4 (Tank) Effects Point Blank Area of Effect Foe Disorient, Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Increase Attacke Rate Enhance Disorient Duration Enhance Taunt Effectiveness Set Categories PBAoE Damage Stuns Knockback Taunt End Cost 13 Recharge 30s Radius 15 Stunned: 2 (Tgt) Duration 15 Damage 10 Rage I would change to a toggle that merges Rage values into a mechanic similar to Against All Odds. So the harder they are pressed, the more they Rage. At max target saturation it equals double Rage currently but will be below that for most of the time. I see this as a compromise with those that love double Rage Recharge Slow Minimum Level 6 (Brute) 6 (Scrapper) 8 (Stalker) 16 (Tank) Effects Toggle: Point Blank Area of Effect Self +Damage, To Hit Enhancements Reduce Endurance Cost Increase Attacke Rate Enhance ToHit Buff Set Categories To Hit Buffs End Cost 0.21 sec Recharge 10 Radius 8 ToHit: 20% Self DamBuff: 10% Self DamBuff: 15% Per additional enemy max 10. Hurl should become a small Targetted AoE. Damage High (Smashing) Recharge Moderate Minimum Level 26 (Brute) 26 (Scrapper) 26 (Stalker) 35 (Tank) Effects Point Blank Area of Effect Foe Disorient, Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Increase Attacke Rate Enhance Range Enhance Taunt Effectiveness Set Categories Targetted AoE Damage Knockback Taunt End Cost 9.35 Recharge 8s Radius 8 Range 80 Damage 75 Haymaker I would bump up from High Damage to Superior to account for the tier change but keep other attributes the same. Numbers above are going off Mids for a Super Strength Tank and adjusting from there. Edited November 28, 2020 by ironjoe Changed Stalker Rage to Build Up to account for ATO.
Razor Cure Posted November 27, 2020 Posted November 27, 2020 Having Rage (as a toggle, like you suggest) seems super silly on a stealthy kinda AT, especially since every other melee set stalkers get comes with vanilla Build Up. 2 2
Haijinx Posted November 27, 2020 Posted November 27, 2020 Stalkers would get build up. They always get build up. Which means jab punch and haymaker would need longer recharges, higher end cost, more damage. Otherwise SS would be too feeble for Stalkers. 2
Haijinx Posted November 27, 2020 Posted November 27, 2020 Without fixing Rage I don't see SS moving to scrappers. Rage fixes are the most notorious topic in COX history. The amount of inertia when it comes to rage couldn't be moved by someone with nearly infinite super strength. 3
xl8 Posted November 27, 2020 Posted November 27, 2020 On 11/25/2020 at 2:16 PM, ironjoe said: I would like to see Super Strength proliferated to Scrappers and Stalkers Only if it was unique in its own right, like the difference between dark on fenders and trollers. I'd be okay with it didn't make Superman/Hulk/Doomsday a scrapper. So no foot stomp, hurl, or hand clap and keep it at a more Wolverine strength level. Jab Punch Haymaker Back Fist - cone, same effect as hand clap/Assassin's Strike Blinding Feint (Dual Blades)/Build Up... OR... (for scrappers and Stalkers) "Berserk" PBAoE non-stealth breaking end drain, +dam, foe -end, -acc. May sound OP, but it works similarly to Soul Drain without the damage component. Confront/Placate Throw(shove) target - extreme damage and KB. Spinning Strike (Street Justice) Knockout Blow
Haijinx Posted November 27, 2020 Posted November 27, 2020 I think the whole thematic feel based on AT sailed years before the Sunset. So don't see it as anything more some kind of nostalgic appeal at this point
Hyperstrike Posted November 27, 2020 Posted November 27, 2020 4 hours ago, Haijinx said: Without fixing Rage I don't see SS moving to scrappers. Rage fixes are the most notorious NOXIOUS topic in COX history. The amount of inertia when it comes to rage couldn't be moved by someone with nearly infinite super strength. FTFY 2 If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
ironjoe Posted November 28, 2020 Author Posted November 28, 2020 19 hours ago, Razor Cure said: Having Rage (as a toggle, like you suggest) seems super silly on a stealthy kinda AT, especially since every other melee set stalkers get comes with vanilla Build Up. One armor set does have a similar mechanic for Stalkers though and it seems to work pretty well for them there. You could also do the vanilla build up that these ports seem to make but that just seemed less interesting to me.
ironjoe Posted November 28, 2020 Author Posted November 28, 2020 16 hours ago, Haijinx said: Without fixing Rage I don't see SS moving to scrappers. Rage fixes are the most notorious topic in COX history. The amount of inertia when it comes to rage couldn't be moved by someone with nearly infinite super strength. This is more or less a rage fix with some other fluff around it as I try to think out things. I'm trying to be less annoying than some of the other rage fix posts with a whole look at powers and addressing lack of AOE at lower levels. 1
Haijinx Posted November 28, 2020 Posted November 28, 2020 7 hours ago, ironjoe said: This is more or less a rage fix with some other fluff around it as I try to think out things. I'm trying to be less annoying than some of the other rage fix posts with a whole look at powers and addressing lack of AOE at lower levels. Yeah. But the single rage cluck and toggle both seem like non starters for brutes and tanks. Maybe Scrappers could get their own sort of rage.
Gobbledigook Posted November 28, 2020 Posted November 28, 2020 (edited) It would need to be higher for a single mob and less per extra mob, like soul drain. If it were a toggle as suggested above. 40-120% or something like that. You could just lower the Rage buff a little to 60% and either let it stack or not. Remove the crash completely and adjust the numbers of the set a little to compensate. Might be easier and meet less Resistance. Improve hurl. Turn hurl or handclap into an extra cone/AoE. Stalkers get a build up maybe. And give Tankers Energy Aura and Regen 😁 Edited November 28, 2020 by Gobbledegook
Haijinx Posted November 28, 2020 Posted November 28, 2020 (edited) The bonus rage needs applied would vary a lot based on the recharge values of jab, punch and haymaker. On tankers and brutes these three powers have HALF the recharge of comparable powers in other melee sets that started out tanker (stone melee being the easiest to directly compare) This was great at low levels of recharge, but these days it makes full powered rage and even a fair amount of double rage necessary. But scrappers could get those three on 3/6/9 or 4/8/12 allowing a lower power rage to work. Edited November 28, 2020 by Haijinx
aethereal Posted November 28, 2020 Posted November 28, 2020 We just... really badly need to come up with a new damage formula that isn't principally about recharge. The recharge shenanigans in this game are getting ridiculous, where everyone searches out longer and longer recharge powers. Meanwhile, we continue to just eyeball activation time. It's really kind of absurd.
BrandX Posted November 28, 2020 Posted November 28, 2020 On 11/27/2020 at 8:07 AM, Haijinx said: I think the whole thematic feel based on AT sailed years before the Sunset. So don't see it as anything more some kind of nostalgic appeal at this point I think the whole idea of thematic feel based on AT, is in the eye of the creator. Rogue (Classic Ms Marvel Powers), for instance, to me, is a Scrapper with Super Strength. Colossus, however, would be a Tanker with Super Strength. Even if it might get argued Rogue is just as durable. I could see both Wolverine and Sabretooth as Scrappers and Brutes, with each leaning slightly more to one side than the other. Batman, there's those that say Scrapper, those that say Stalker. If I was going to go with, "Unable to take a Super Strength Punch" I'd lean towards Stalker. 😛 1
Haijinx Posted November 28, 2020 Posted November 28, 2020 12 minutes ago, BrandX said: I think the whole idea of thematic feel based on AT, is in the eye of the creator. Rogue (Classic Ms Marvel Powers), for instance, to me, is a Scrapper with Super Strength. Colossus, however, would be a Tanker with Super Strength. Even if it might get argued Rogue is just as durable. I could see both Wolverine and Sabretooth as Scrappers and Brutes, with each leaning slightly more to one side than the other. Batman, there's those that say Scrapper, those that say Stalker. If I was going to go with, "Unable to take a Super Strength Punch" I'd lean towards Stalker. 😛 Yes. There are plenty of Super Strong characters that are more Scrapper than Tanker. Even some that are closer the Blaster. I was more thinking the original City of Heroes divisions between Tanker type Melee sets and Scrapper type melee sets. Those days are over. Have been over forever.
Haijinx Posted November 28, 2020 Posted November 28, 2020 40 minutes ago, aethereal said: We just... really badly need to come up with a new damage formula that isn't principally about recharge. The recharge shenanigans in this game are getting ridiculous, where everyone searches out longer and longer recharge powers. Meanwhile, we continue to just eyeball activation time. It's really kind of absurd. Think that its too late to radically redesign this game. Its a reasonable point in the abstract though. 1
Coyotedancer Posted November 28, 2020 Posted November 28, 2020 A Super Strength Stalker could be good fun... I'm all for it. But... yeah. Stalkers get Build Up, traditionally. I think I'd prefer to stick with that pattern if it does get a port at some point. It's just a play-style thing. Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things. Kai's Diary: The Scrapbook of a Sorcerer's Apprentice
Vanden Posted November 28, 2020 Posted November 28, 2020 Stalkers have to have Build Up or one of their ATO procs is useless. 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Haijinx Posted November 28, 2020 Posted November 28, 2020 3 minutes ago, Vanden said: Stalkers have to have Build Up or one of their ATO procs is useless. Imagine how powerful click rage would be on stalkers if the ATO recharged Rage. Quadruple rage? Septuple rage.
Vanden Posted November 28, 2020 Posted November 28, 2020 You can't really be replacing it with a toggle that's just on all the time, either. 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Hyperstrike Posted November 28, 2020 Posted November 28, 2020 1 hour ago, Coyotedancer said: A Super Strength Stalker could be good fun... I'm all for it. But... yeah. Stalkers get Build Up, traditionally. I think I'd prefer to stick with that pattern if it does get a port at some point. It's just a play-style thing. *Sneak up behind a guy.*"Ever play The Knockout Game?" "What? AHHH!" *Thumps the guy in the head* *Drops bonlessly to the ground* 1 If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
ironjoe Posted November 28, 2020 Author Posted November 28, 2020 3 hours ago, Vanden said: Stalkers have to have Build Up or one of their ATO procs is useless. That's actually the best reason that I totally forgot. So yeah they would need build up instead.
ironjoe Posted November 28, 2020 Author Posted November 28, 2020 8 hours ago, Gobbledegook said: It would need to be higher for a single mob and less per extra mob, like soul drain. If it were a toggle as suggested above. 40-120% or something like that. You could just lower the Rage buff a little to 60% and either let it stack or not. Remove the crash completely and adjust the numbers of the set a little to compensate. Might be easier and meet less Resistance. Improve hurl. Turn hurl or handclap into an extra cone/AoE. Stalkers get a build up maybe. And give Tankers Energy Aura and Regen 😁 We were testing a crashless rage on a single stack that still gave the 80% damage buff but that still seemed to get push back by giving the crash if you double stacked. That's why I took my back to the drawing board approach. I also agree on Handclap and Hurl and that's why I made my attempts. I made an edit and changed Rage to Build up for the ATO as was pointed out for Stalkers. And I agree on the others proliferating out to Tankers.
aethereal Posted November 28, 2020 Posted November 28, 2020 (edited) 6 hours ago, Haijinx said: Think that its too late to radically redesign this game. Its a reasonable point in the abstract though. No radical redesign necessary. We could decide on a new formula that weighted activation time, endurance cost, etc more heavily than recharge time, and then start designing to that when we make powersets, proliferate them, or rebalance them. Older powers wouldn't agree with the new formula, but that's not the end of the world. We'd just stop propagating this ridiculous, innumerate design decision onward and onward into the future. EDIT: Honestly, we could just say, "Actually, there IS NO formula," and that would still to a large degree be better than what we have today. What we have today is that we pretend there are rules, but the rules are unmoored from the reality of the game so we're actually eyeballing everything, we're just eyeballing in based on manipulating a largely meaningless number that derives other numbers (badly), instead of eyeballing it based on the numbers we actually care about directly. Edited November 28, 2020 by aethereal
BrandX Posted November 28, 2020 Posted November 28, 2020 6 hours ago, Haijinx said: Yes. There are plenty of Super Strong characters that are more Scrapper than Tanker. Even some that are closer the Blaster. I was more thinking the original City of Heroes divisions between Tanker type Melee sets and Scrapper type melee sets. Those days are over. Have been over forever. The division is in how the ATS play. I'd say the problem there is a simple one we call Brutes. 😛
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